2 ===========================================================================
\r
4 CLIENT WEAPONSYSTEM CODE
\r
5 Bring back W_Weaponframe
\r
7 ===========================================================================
\r
10 .float weapon_frametime;
\r
12 float W_WeaponRateFactor()
\r
15 t = 1.0 / g_weaponratefactor;
\r
20 void W_SwitchWeapon_Force(entity e, float w)
\r
22 e.cnt = e.switchweapon;
\r
26 .float antilag_debug;
\r
28 // VorteX: static frame globals
\r
29 float WFRAME_DONTCHANGE = -1;
\r
30 float WFRAME_FIRE1 = 0;
\r
31 float WFRAME_FIRE2 = 1;
\r
32 float WFRAME_IDLE = 2;
\r
33 float WFRAME_RELOAD = 3;
\r
36 void(float fr, float t, void() func) weapon_thinkf;
\r
38 vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
\r
41 ret_x = screenright * v;
\r
42 ret_y = screenup * v;
\r
43 ret_z = screenforward * v;
\r
47 vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforward, vector screenright, vector screenup, vector v)
\r
50 vector mi, ma, thisv, myv, ret;
\r
52 myv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, org);
\r
54 // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
\r
56 for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
\r
58 thisv = targ.origin;
\r
59 if(i) thisv_x += targ.maxs_x; else thisv_x += targ.mins_x;
\r
60 if(j) thisv_y += targ.maxs_y; else thisv_y += targ.mins_y;
\r
61 if(k) thisv_z += targ.maxs_z; else thisv_z += targ.mins_z;
\r
62 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, thisv);
\r
65 if(mi_x > thisv_x) mi_x = thisv_x; if(ma_x < thisv_x) ma_x = thisv_x;
\r
66 if(mi_y > thisv_y) mi_y = thisv_y; if(ma_y < thisv_y) ma_y = thisv_y;
\r
67 //if(mi_z > thisv_z) mi_z = thisv_z; if(ma_z < thisv_z) ma_y = thisv_z;
\r
76 thisv = W_HitPlotUnnormalizedUntransform(screenforward, screenright, screenup, v);
\r
77 ret_x = (thisv_x - mi_x) / (ma_x - mi_x);
\r
78 ret_y = (thisv_y - mi_y) / (ma_y - mi_y);
\r
79 ret_z = thisv_z - myv_z;
\r
83 void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
\r
89 if(player.hitplotfh >= 0)
\r
91 lag = ANTILAG_LATENCY(player);
\r
94 if(clienttype(player) != CLIENTTYPE_REAL)
\r
95 lag = 0; // only antilag for clients
\r
97 org = player.origin + player.view_ofs;
\r
98 traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
\r
99 if(trace_ent.flags & FL_CLIENT)
\r
101 antilag_takeback(trace_ent, time - lag);
\r
102 hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
\r
103 antilag_restore(trace_ent);
\r
104 fputs(player.hitplotfh, strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), " ", ftos(player.switchweapon), "\n"));
\r
105 //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
\r
113 // this function calculates w_shotorg and w_shotdir based on the weapon model
\r
114 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
\r
115 // make sure you call makevectors first (FIXME?)
\r
116 void W_SetupShot_Dir_ProjectileSize(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage)
\r
118 float nudge = 1; // added to traceline target and subtracted from result
\r
119 local vector trueaimpoint;
\r
120 local float oldsolid;
\r
122 oldsolid = ent.dphitcontentsmask;
\r
123 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
\r
125 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
\r
126 // passing world, because we do NOT want it to touch dphitcontentsmask
\r
128 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, ent);
\r
129 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
\r
135 trueaimpoint = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
\r
140 // track max damage
\r
141 if not(inWarmupStage) {
\r
143 w = get_weaponinfo(ent.weapon);
\r
144 if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
\r
145 ent.stats_fired[ent.weapon - 1] += maxdamage;
\r
146 ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
\r
150 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
\r
152 if(ent.weaponentity.movedir_x > 0)
\r
154 vecs = ent.weaponentity.movedir;
\r
160 if(debug_shotorg != '0 0 0')
\r
161 vecs = debug_shotorg;
\r
163 dv = v_right * vecs_y + v_up * vecs_z;
\r
164 w_shotorg = ent.origin + ent.view_ofs + dv;
\r
166 // now move the shotorg forward as much as requested if possible
\r
169 if(ent.antilag_debug)
\r
170 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
\r
172 tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
\r
175 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
\r
176 w_shotorg = trace_endpos - v_forward * nudge;
\r
177 // calculate the shotdir from the chosen shotorg
\r
178 w_shotdir = normalize(trueaimpoint - w_shotorg);
\r
181 if (!ent.cvar_cl_noantilag)
\r
183 if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
\r
185 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
\r
186 if (!trace_ent.takedamage)
\r
188 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
\r
189 if (trace_ent.takedamage && trace_ent.classname == "player")
\r
193 traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
\r
195 w_shotdir = normalize(trace_ent.origin - w_shotorg);
\r
199 else if(cvar("g_antilag") == 3) // client side hitscan
\r
201 // this part MUST use prydon cursor
\r
202 if (ent.cursor_trace_ent) // client was aiming at someone
\r
203 if (ent.cursor_trace_ent != ent) // just to make sure
\r
204 if (ent.cursor_trace_ent.takedamage) // and that person is killable
\r
205 if (ent.cursor_trace_ent.classname == "player") // and actually a player
\r
207 // verify that the shot would miss without antilag
\r
208 // (avoids an issue where guns would always shoot at their origin)
\r
209 traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, ent);
\r
210 if (!trace_ent.takedamage)
\r
212 // verify that the shot would hit if altered
\r
213 traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
\r
214 if (trace_ent == ent.cursor_trace_ent)
\r
215 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
\r
217 print("antilag fail\n");
\r
223 ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
\r
226 ent.punchangle_x = recoil * -1;
\r
230 sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
\r
233 if (ent.items & IT_STRENGTH)
\r
234 sound (ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
\r
237 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
\r
238 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
\r
239 #define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
\r
241 .string weaponname;
\r
243 float CL_Weaponentity_CustomizeEntityForClient()
\r
245 self.viewmodelforclient = self.owner;
\r
246 if(other.classname == "spectator")
\r
247 if(other.enemy == self.owner)
\r
248 self.viewmodelforclient = other;
\r
252 float CL_ExteriorWeaponentity_CustomizeEntityForClient()
\r
254 // hide the exterior weapon entity of a predator from their prey
\r
255 // otherwise, the stomach model the predator is transformed in (see Client_customizeentityforclient) will have a weapon model attached to it
\r
256 if(self.owner.weaponname == "")
\r
258 if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug
\r
260 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
\r
263 if(other.spectatee_status)
\r
264 other = other.enemy; // also do this for the player we are spectating
\r
265 if(other.eater == self.owner)
\r
267 setmodel(self, "");
\r
270 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
\r
274 float qcweaponanimation;
\r
275 vector weapon_offset = '0 -10 0';
\r
276 vector weapon_adjust = '10 0 -15';
\r
277 .vector weapon_morph0origin;
\r
278 .vector weapon_morph0angles;
\r
279 .float weapon_morph0time;
\r
280 .vector weapon_morph1origin;
\r
281 .vector weapon_morph1angles;
\r
282 .float weapon_morph1time;
\r
283 .vector weapon_morph2origin;
\r
284 .vector weapon_morph2angles;
\r
285 .float weapon_morph2time;
\r
286 .vector weapon_morph3origin;
\r
287 .vector weapon_morph3angles;
\r
288 .float weapon_morph3time;
\r
289 .vector weapon_morph4origin;
\r
290 .vector weapon_morph4angles;
\r
291 .float weapon_morph4time;
\r
292 #define QCWEAPONANIMATION_ORIGIN(e) ((weapon_offset_x + e.view_ofs_x) * v_forward - (weapon_offset_y + e.view_ofs_y) * v_right + (weapon_offset_z + e.view_ofs_z) * v_up + weapon_adjust)
\r
295 * supported formats:
\r
297 * 1. simple animated model, muzzle flash handling on h_ model:
\r
298 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
\r
300 * shot = muzzle end (shot origin, also used for muzzle flashes)
\r
301 * shell = casings ejection point (must be on the right hand side of the gun)
\r
302 * weapon = attachment for v_tuba.md3
\r
303 * v_tuba.md3 - first and third person model
\r
304 * g_tuba.md3 - pickup model
\r
306 * 2. simple animated model, muzzle flash handling on v_ model:
\r
307 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
\r
309 * weapon = attachment for v_tuba.md3
\r
310 * v_tuba.md3 - first and third person model
\r
312 * shot = muzzle end (shot origin, also used for muzzle flashes)
\r
313 * shell = casings ejection point (must be on the right hand side of the gun)
\r
314 * g_tuba.md3 - pickup model
\r
316 * 3. fully animated model, muzzle flash handling on h_ model:
\r
317 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
\r
319 * shot = muzzle end (shot origin, also used for muzzle flashes)
\r
320 * shell = casings ejection point (must be on the right hand side of the gun)
\r
321 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
\r
322 * v_tuba.md3 - third person model
\r
323 * g_tuba.md3 - pickup model
\r
325 * 4. fully animated model, muzzle flash handling on v_ model:
\r
326 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
\r
328 * shot = muzzle end (shot origin)
\r
329 * shell = casings ejection point (must be on the right hand side of the gun)
\r
330 * v_tuba.md3 - third person model
\r
332 * shot = muzzle end (for muzzle flashes)
\r
333 * g_tuba.md3 - pickup model
\r
336 void CL_Weaponentity_Think()
\r
338 float tb, v_shot_idx;
\r
339 self.nextthink = time;
\r
340 if (intermission_running)
\r
341 self.frame = self.anim_idle_x;
\r
342 if (self.owner.weaponentity != self)
\r
344 if (self.weaponentity)
\r
345 remove(self.weaponentity);
\r
349 if (self.owner.deadflag != DEAD_NO)
\r
352 if (self.weaponentity)
\r
353 self.weaponentity.model = "";
\r
356 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
\r
358 self.cnt = self.owner.weapon;
\r
359 self.dmg = self.owner.modelindex;
\r
360 self.deadflag = self.owner.deadflag;
\r
362 string animfilename;
\r
364 if (self.owner.weaponname != "")
\r
366 // if there is a child entity, hide it until we're sure we use it
\r
367 if (self.weaponentity)
\r
368 self.weaponentity.model = "";
\r
369 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
\r
370 v_shot_idx = gettagindex(self, "shot"); // used later
\r
372 v_shot_idx = gettagindex(self, "tag_shot");
\r
374 if(qcweaponanimation)
\r
376 self.angles = '0 0 0';
\r
377 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
378 self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
\r
379 self.movedir_x += 32;
\r
380 self.spawnorigin = self.movedir;
\r
381 // oldorigin - not calculated here
\r
385 setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".dpm")); // precision set below
\r
386 animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".dpm.animinfo");
\r
387 animfile = fopen(animfilename, FILE_READ);
\r
388 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
\r
389 self.anim_fire1 = '0 1 0.01';
\r
390 self.anim_fire2 = '1 1 0.01';
\r
391 self.anim_idle = '2 1 0.01';
\r
392 self.anim_reload = '3 1 0.01';
\r
395 animparseerror = FALSE;
\r
396 self.anim_fire1 = animparseline(animfile);
\r
397 self.anim_fire2 = animparseline(animfile);
\r
398 self.anim_idle = animparseline(animfile);
\r
399 self.anim_reload = animparseline(animfile);
\r
401 if (animparseerror)
\r
402 print("Parse error in ", animfilename, ", some player animations are broken\n");
\r
405 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
\r
406 // if we don't, this is a "real" animated model
\r
407 if(gettagindex(self, "weapon"))
\r
409 if (!self.weaponentity)
\r
410 self.weaponentity = spawn();
\r
411 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
\r
412 setattachment(self.weaponentity, self, "weapon");
\r
414 else if(gettagindex(self, "tag_weapon"))
\r
416 if (!self.weaponentity)
\r
417 self.weaponentity = spawn();
\r
418 setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
\r
419 setattachment(self.weaponentity, self, "tag_weapon");
\r
423 if(self.weaponentity)
\r
424 remove(self.weaponentity);
\r
425 self.weaponentity = world;
\r
428 setorigin(self,'0 0 0');
\r
429 self.angles = '0 0 0';
\r
431 self.viewmodelforclient = world;
\r
435 if(v_shot_idx) // v_ model attached to invisible h_ model
\r
437 self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
\r
441 idx = gettagindex(self, "shot");
\r
443 idx = gettagindex(self, "tag_shot");
\r
445 self.movedir = gettaginfo(self, idx);
\r
448 print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
\r
449 self.movedir = '0 0 0';
\r
453 if(self.weaponentity) // v_ model attached to invisible h_ model
\r
455 idx = gettagindex(self.weaponentity, "shell");
\r
457 idx = gettagindex(self.weaponentity, "tag_shell");
\r
459 self.spawnorigin = gettaginfo(self.weaponentity, idx);
\r
465 idx = gettagindex(self, "shell");
\r
467 idx = gettagindex(self, "tag_shell");
\r
469 self.spawnorigin = gettaginfo(self, idx);
\r
472 print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
\r
473 self.spawnorigin = self.movedir;
\r
479 self.oldorigin = '0 0 0'; // use regular attachment
\r
483 if(self.weaponentity)
\r
485 idx = gettagindex(self, "weapon");
\r
487 idx = gettagindex(self, "tag_weapon");
\r
491 idx = gettagindex(self, "handle");
\r
493 idx = gettagindex(self, "tag_handle");
\r
497 self.oldorigin = self.movedir - gettaginfo(self, idx);
\r
501 print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
\r
502 self.oldorigin = '0 0 0'; // there is no way to recover from this
\r
506 self.viewmodelforclient = self.owner;
\r
512 if(self.weaponentity)
\r
513 remove(self.weaponentity);
\r
514 self.weaponentity = world;
\r
515 self.movedir = '0 0 0';
\r
516 self.spawnorigin = '0 0 0';
\r
517 self.oldorigin = '0 0 0';
\r
518 self.anim_fire1 = '0 1 0.01';
\r
519 self.anim_fire2 = '0 1 0.01';
\r
520 self.anim_idle = '0 1 0.01';
\r
521 self.anim_reload = '0 1 0.01';
\r
524 self.view_ofs = '0 0 0';
\r
526 if(self.movedir_x >= 0)
\r
530 self.movedir = shotorg_adjust(v0, FALSE, FALSE);
\r
531 self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
\r
533 self.owner.stat_shotorg = compressShotOrigin(self.movedir);
\r
534 self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
\r
536 self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
\r
538 // check if an instant weapon switch occurred
\r
539 if (qcweaponanimation)
\r
541 if (self.state == WS_READY)
\r
543 self.angles = '0 0 0';
\r
544 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
545 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
549 setorigin(self, self.view_ofs);
\r
550 // reset animstate now
\r
551 self.wframe = WFRAME_IDLE;
\r
552 self.weapon_morph0time = 0;
\r
553 self.weapon_morph1time = 0;
\r
554 self.weapon_morph2time = 0;
\r
555 self.weapon_morph3time = 0;
\r
556 self.weapon_morph4time = 0;
\r
557 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
\r
560 tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
\r
561 self.effects = self.owner.effects & EFMASK_CHEAP;
\r
562 self.effects &~= EF_LOWPRECISION;
\r
563 self.effects &~= EF_FULLBRIGHT; // can mask team color, so get rid of it
\r
564 self.effects &~= EF_TELEPORT_BIT;
\r
565 self.effects &~= EF_RESTARTANIM_BIT;
\r
566 self.effects |= tb;
\r
568 if(self.owner.alpha == default_player_alpha)
\r
569 self.alpha = default_weapon_alpha;
\r
570 else if(self.owner.alpha != 0)
\r
571 self.alpha = self.owner.alpha;
\r
575 self.colormap = self.owner.colormap;
\r
576 if (self.weaponentity)
\r
578 self.weaponentity.effects = self.effects;
\r
579 self.weaponentity.alpha = self.alpha;
\r
580 self.weaponentity.colormap = self.colormap;
\r
581 self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors
\r
584 self.angles = '0 0 0';
\r
587 if (self.state == WS_RAISE && !intermission_running)
\r
589 f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
\r
590 self.angles_x = -90 * f * f;
\r
591 if (qcweaponanimation)
\r
593 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
594 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
597 else if (self.state == WS_DROP && !intermission_running)
\r
599 f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
\r
600 self.angles_x = -90 * f * f;
\r
601 if (qcweaponanimation)
\r
603 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
604 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
607 else if (self.state == WS_CLEAR)
\r
610 self.angles_x = -90 * f * f;
\r
611 if (qcweaponanimation)
\r
613 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
\r
614 setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
\r
617 else if (qcweaponanimation && time < self.owner.weapon_morph1time)
\r
619 f = (time - self.owner.weapon_morph0time) / (self.owner.weapon_morph1time - self.owner.weapon_morph0time);
\r
620 f = 1 - pow(1 - f, 3);
\r
621 self.angles = self.owner.weapon_morph0angles * (1 - f) + self.owner.weapon_morph1angles * f;
\r
622 setorigin(self, self.owner.weapon_morph0origin * (1 - f) + self.owner.weapon_morph1origin * f);
\r
624 else if (qcweaponanimation && time < self.owner.weapon_morph2time)
\r
626 f = (time - self.owner.weapon_morph1time) / (self.owner.weapon_morph2time - self.owner.weapon_morph1time);
\r
627 f = 1 - pow(1 - f, 3);
\r
628 self.angles = self.owner.weapon_morph1angles * (1 - f) + self.owner.weapon_morph2angles * f;
\r
629 setorigin(self, self.owner.weapon_morph1origin * (1 - f) + self.owner.weapon_morph2origin * f);
\r
631 else if (qcweaponanimation && time < self.owner.weapon_morph3time)
\r
633 f = (time - self.owner.weapon_morph2time) / (self.owner.weapon_morph3time - self.owner.weapon_morph2time);
\r
634 f = 1 - pow(1 - f, 3);
\r
635 self.angles = self.owner.weapon_morph2angles * (1 - f) + self.owner.weapon_morph3angles * f;
\r
636 setorigin(self, self.owner.weapon_morph2origin * (1 - f) + self.owner.weapon_morph3origin * f);
\r
638 else if (qcweaponanimation && time < self.owner.weapon_morph4time)
\r
640 f = (time - self.owner.weapon_morph3time) / (self.owner.weapon_morph4time - self.owner.weapon_morph3time);
\r
641 f = 1 - pow(1 - f, 3);
\r
642 self.angles = self.owner.weapon_morph3angles * (1 - f) + self.owner.weapon_morph4angles * f;
\r
643 setorigin(self, self.owner.weapon_morph3origin * (1 - f) + self.owner.weapon_morph4origin * f);
\r
645 else if (qcweaponanimation)
\r
647 // begin a new idle morph
\r
648 self.owner.weapon_morph0time = time;
\r
649 self.owner.weapon_morph0angles = self.angles;
\r
650 self.owner.weapon_morph0origin = self.origin;
\r
658 // turn gun to the left to look at it
\r
660 self.owner.weapon_morph1time = time + t * 0.2;
\r
661 self.owner.weapon_morph1angles = randomvec() * 3 + '-5 30 0';
\r
662 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
663 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
665 self.owner.weapon_morph2time = time + t * 0.6;
\r
666 self.owner.weapon_morph2angles = randomvec() * 3 + '-5 30 0';
\r
667 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
668 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
670 self.owner.weapon_morph3time = time + t;
\r
671 self.owner.weapon_morph3angles = '0 0 0';
\r
672 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
673 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
677 // raise the gun a bit
\r
679 self.owner.weapon_morph1time = time + t * 0.2;
\r
680 self.owner.weapon_morph1angles = randomvec() * 3 + '30 -10 0';
\r
681 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
682 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
684 self.owner.weapon_morph2time = time + t * 0.5;
\r
685 self.owner.weapon_morph2angles = randomvec() * 3 + '30 -10 5';
\r
686 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
687 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
689 self.owner.weapon_morph3time = time + t;
\r
690 self.owner.weapon_morph3angles = '0 0 0';
\r
691 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
692 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
698 self.owner.weapon_morph1time = time + t * 0.3;
\r
699 self.owner.weapon_morph1angles = randomvec() * 6;
\r
700 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
701 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
703 self.owner.weapon_morph2time = time + t * 0.7;
\r
704 self.owner.weapon_morph2angles = randomvec() * 6;
\r
705 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
706 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
708 self.owner.weapon_morph3time = time + t;
\r
709 self.owner.weapon_morph3angles = '0 0 0';
\r
710 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
711 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
715 // hold it mostly steady
\r
716 t = random() * 6 + 4;
\r
717 self.owner.weapon_morph1time = time + t * 0.2;
\r
718 self.owner.weapon_morph1angles = randomvec() * 1;
\r
719 makevectors(self.owner.weapon_morph1angles_x * '-1 0 0' + self.owner.weapon_morph1angles_y * '0 1 0' + self.owner.weapon_morph1angles_z * '0 0 1');
\r
720 self.owner.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self);
\r
722 self.owner.weapon_morph2time = time + t * 0.5;
\r
723 self.owner.weapon_morph2angles = randomvec() * 1;
\r
724 makevectors(self.owner.weapon_morph2angles_x * '-1 0 0' + self.owner.weapon_morph2angles_y * '0 1 0' + self.owner.weapon_morph2angles_z * '0 0 1');
\r
725 self.owner.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self);
\r
727 self.owner.weapon_morph3time = time + t * 0.7;
\r
728 self.owner.weapon_morph3angles = randomvec() * 1;
\r
729 makevectors(self.owner.weapon_morph3angles_x * '-1 0 0' + self.owner.weapon_morph3angles_y * '0 1 0' + self.owner.weapon_morph3angles_z * '0 0 1');
\r
730 self.owner.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self);
\r
733 self.owner.weapon_morph4time = time + t;
\r
734 self.owner.weapon_morph4angles = '0 0 0';
\r
735 makevectors(self.owner.weapon_morph4angles_x * '-1 0 0' + self.owner.weapon_morph4angles_y * '0 1 0' + self.owner.weapon_morph4angles_z * '0 0 1');
\r
736 self.owner.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self);
\r
740 // create or update the lasertarget entity
\r
743 void CL_ExteriorWeaponentity_Think()
\r
747 self.nextthink = time;
\r
748 if (self.owner.exteriorweaponentity != self)
\r
753 if (self.owner.deadflag != DEAD_NO)
\r
758 if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
\r
760 self.cnt = self.owner.weapon;
\r
761 self.dmg = self.owner.modelindex;
\r
762 self.deadflag = self.owner.deadflag;
\r
763 if (self.owner.weaponname != "")
\r
764 setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
\r
768 if((tag_found = gettagindex(self.owner, "tag_weapon")))
\r
770 self.tag_index = tag_found;
\r
771 self.tag_entity = self.owner;
\r
774 setattachment(self, self.owner, "bip01 r hand");
\r
776 // if that didn't find a tag, hide the exterior weapon model
\r
777 if (!self.tag_index)
\r
780 self.effects = self.owner.effects;
\r
781 if(sv_pitch_min == sv_pitch_max)
\r
782 self.effects |= EF_LOWPRECISION;
\r
784 self.effects &~= EF_LOWPRECISION;
\r
785 self.effects = self.effects & EFMASK_CHEAP; // eat performance
\r
786 if(self.owner.alpha == default_player_alpha)
\r
787 self.alpha = default_weapon_alpha;
\r
788 else if(self.owner.alpha != 0)
\r
789 self.alpha = self.owner.alpha;
\r
792 self.colormod = self.owner.colormod; // used by the regurgitating colors
\r
794 ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
\r
798 if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
\r
800 ang_y = self.owner.v_angle_y;
\r
802 var vector v = v_forward;
\r
803 var float t = self.tag_entity.frame1time;
\r
804 var float f = self.tag_entity.frame;
\r
805 self.tag_entity.frame1time = time;
\r
806 self.tag_entity.frame = self.tag_entity.anim_idle_x;
\r
807 gettaginfo(self.tag_entity, self.tag_index);
\r
808 self.tag_entity.frame1time = t;
\r
809 self.tag_entity.frame = f;
\r
810 // untransform v according to this coordinate space
\r
812 w_x = v_forward * v;
\r
813 w_y = -v_right * v;
\r
815 self.angles = vectoangles(w);
\r
819 ang_x = -/* don't ask */ang_x;
\r
823 self.colormap = self.owner.colormap;
\r
824 self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;
\r
827 // spawning weaponentity for client
\r
828 void CL_SpawnWeaponentity()
\r
830 self.weaponentity = spawn();
\r
831 self.weaponentity.classname = "weaponentity";
\r
832 self.weaponentity.solid = SOLID_NOT;
\r
833 self.weaponentity.owner = self;
\r
834 setmodel(self.weaponentity, ""); // precision set when changed
\r
835 setorigin(self.weaponentity, '0 0 0');
\r
836 self.weaponentity.angles = '0 0 0';
\r
837 self.weaponentity.viewmodelforclient = self;
\r
838 self.weaponentity.flags = 0;
\r
839 self.weaponentity.think = CL_Weaponentity_Think;
\r
840 self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
\r
841 self.weaponentity.nextthink = time;
\r
843 self.exteriorweaponentity = spawn();
\r
844 self.exteriorweaponentity.classname = "exteriorweaponentity";
\r
845 self.exteriorweaponentity.solid = SOLID_NOT;
\r
846 self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
\r
847 self.exteriorweaponentity.owner = self;
\r
848 setorigin(self.exteriorweaponentity, '0 0 0');
\r
849 self.exteriorweaponentity.angles = '0 0 0';
\r
850 self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
\r
851 self.exteriorweaponentity.nextthink = time;
\r
854 .float hasweapon_complain_spam;
\r
856 float client_hasweapon(entity cl, float wpn, float andammo, float complain)
\r
858 local float weaponbit, f;
\r
859 local entity oldself;
\r
861 if(time < self.hasweapon_complain_spam)
\r
864 self.hasweapon_complain_spam = time + 0.2;
\r
866 if (wpn < WEP_FIRST || wpn > WEP_LAST)
\r
869 sprint(self, "Invalid weapon\n");
\r
872 weaponbit = W_WeaponBit(wpn);
\r
873 if (cl.weapons & weaponbit)
\r
877 if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
\r
885 f = weapon_action(wpn, WR_CHECKAMMO1);
\r
886 f = f + weapon_action(wpn, WR_CHECKAMMO2);
\r
892 if(clienttype(cl) == CLIENTTYPE_REAL)
\r
894 play2(cl, "weapons/unavailable.wav");
\r
895 sprint(cl, strcat("You don't have any ammo for the ^2", W_Name(wpn), "\n"));
\r
905 // Report Proper Weapon Status / Modified Weapon Ownership Message
\r
906 if(weaponsInMap & weaponbit)
\r
908 sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
\r
910 if(cvar("g_showweaponspawns"))
\r
915 e = get_weaponinfo(wpn);
\r
918 for(e = world; (e = findfloat(e, weapons, weaponbit)); )
\r
920 if(e.classname == "droppedweapon")
\r
922 if not(e.flags & FL_ITEM)
\r
924 WaypointSprite_Spawn(
\r
936 sprint(cl, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
\r
938 play2(cl, "weapons/unavailable.wav");
\r
946 if (self.weapon != -1)
\r
948 if (self.weaponentity)
\r
950 self.weaponentity.state = WS_CLEAR;
\r
951 self.weaponentity.effects = 0;
\r
957 if (self.weaponentity)
\r
958 self.weaponentity.state = WS_READY;
\r
959 weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
\r
962 // Setup weapon for client (after this raise frame will be launched)
\r
963 void weapon_setup(float windex)
\r
966 qcweaponanimation = cvar("sv_qcweaponanimation");
\r
967 e = get_weaponinfo(windex);
\r
968 self.items &~= IT_AMMO;
\r
969 self.items = self.items | e.items;
\r
971 // the two weapon entities will notice this has changed and update their models
\r
972 self.weapon = windex;
\r
973 self.weaponname = e.mdl;
\r
976 // perform weapon to attack (weaponstate and attack_finished check is here)
\r
977 .float race_penalty;
\r
978 float weapon_prepareattack(float secondary, float attacktime)
\r
980 //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
\r
981 //if all players readied up and the countdown is running
\r
982 if(time < game_starttime || time < self.race_penalty) {
\r
986 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
987 if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
\r
989 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
\r
991 w = W_WeaponBit(self.weapon);
\r
992 self.weapons &~= w;
\r
993 ww = w_getbestweapon(self);
\r
996 W_SwitchWeapon_Force(self, ww);
\r
1000 if (timeoutStatus == 2) //don't allow the player to shoot while game is paused
\r
1003 // do not even think about shooting if switching
\r
1004 if(self.switchweapon != self.weapon)
\r
1007 if(attacktime >= 0)
\r
1009 // don't fire if previous attack is not finished
\r
1010 if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
\r
1012 // don't fire while changing weapon
\r
1013 if (self.weaponentity.state != WS_READY)
\r
1016 self.weaponentity.state = WS_INUSE;
\r
1018 self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
\r
1020 // if the weapon hasn't been firing continuously, reset the timer
\r
1021 if(attacktime >= 0)
\r
1023 if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
\r
1025 ATTACK_FINISHED(self) = time;
\r
1026 //dprint("resetting attack finished to ", ftos(time), "\n");
\r
1028 ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
\r
1030 //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
\r
1034 void weapon_thinkf(float fr, float t, void() func)
\r
1037 vector of, or, ou;
\r
1038 float restartanim;
\r
1040 if(fr == WFRAME_DONTCHANGE)
\r
1042 fr = self.weaponentity.wframe;
\r
1043 restartanim = FALSE;
\r
1045 else if (fr == WFRAME_IDLE)
\r
1046 restartanim = FALSE;
\r
1048 restartanim = TRUE;
\r
1054 if (self.weaponentity)
\r
1056 self.weaponentity.wframe = fr;
\r
1057 if (qcweaponanimation)
\r
1059 if (fr != WFRAME_IDLE)
\r
1061 self.weapon_morph0time = time;
\r
1062 self.weapon_morph0angles = self.weaponentity.angles;
\r
1063 self.weapon_morph0origin = self.weaponentity.origin;
\r
1065 self.weapon_morph1angles = '0 0 0';
\r
1066 self.weapon_morph1time = time + t;
\r
1067 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1068 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1070 self.weapon_morph2angles = '0 0 0';
\r
1071 self.weapon_morph2time = time + t;
\r
1072 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
\r
1073 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1075 self.weapon_morph3angles = '0 0 0';
\r
1076 self.weapon_morph3time = time + t;
\r
1077 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
\r
1078 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1080 self.weapon_morph4angles = '0 0 0';
\r
1081 self.weapon_morph4time = time + t;
\r
1082 makevectors(self.weapon_morph4angles_x * '-1 0 0' + self.weapon_morph4angles_y * '0 1 0' + self.weapon_morph4angles_z * '0 0 1');
\r
1083 self.weapon_morph4origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1085 if (fr == WFRAME_FIRE1)
\r
1087 self.weapon_morph1angles = '5 0 0';
\r
1088 self.weapon_morph1time = time + t * 0.1;
\r
1089 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1090 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1091 self.weapon_morph4time = time + t + 1; // delay idle effect
\r
1093 else if (fr == WFRAME_FIRE2)
\r
1095 self.weapon_morph1angles = '10 0 0';
\r
1096 self.weapon_morph1time = time + t * 0.1;
\r
1097 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1098 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1099 self.weapon_morph4time = time + t + 1; // delay idle effect
\r
1101 else if (fr == WFRAME_RELOAD)
\r
1103 self.weapon_morph1time = time + t * 0.05;
\r
1104 self.weapon_morph1angles = '-10 40 0';
\r
1105 makevectors(self.weapon_morph1angles_x * '-1 0 0' + self.weapon_morph1angles_y * '0 1 0' + self.weapon_morph1angles_z * '0 0 1');
\r
1106 self.weapon_morph1origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1108 self.weapon_morph2time = time + t * 0.15;
\r
1109 self.weapon_morph2angles = '-10 40 5';
\r
1110 makevectors(self.weapon_morph2angles_x * '-1 0 0' + self.weapon_morph2angles_y * '0 1 0' + self.weapon_morph2angles_z * '0 0 1');
\r
1111 self.weapon_morph2origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1113 self.weapon_morph3time = time + t * 0.25;
\r
1114 self.weapon_morph3angles = '-10 40 0';
\r
1115 makevectors(self.weapon_morph3angles_x * '-1 0 0' + self.weapon_morph3angles_y * '0 1 0' + self.weapon_morph3angles_z * '0 0 1');
\r
1116 self.weapon_morph3origin = QCWEAPONANIMATION_ORIGIN(self.weaponentity);
\r
1122 if (fr == WFRAME_IDLE)
\r
1123 a = self.weaponentity.anim_idle;
\r
1124 else if (fr == WFRAME_FIRE1)
\r
1125 a = self.weaponentity.anim_fire1;
\r
1126 else if (fr == WFRAME_FIRE2)
\r
1127 a = self.weaponentity.anim_fire2;
\r
1128 else if (fr == WFRAME_RELOAD)
\r
1129 a = self.weaponentity.anim_reload;
\r
1130 a_z *= g_weaponratefactor;
\r
1131 setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
\r
1139 if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
\r
1141 backtrace("Tried to override initial weapon think function - should this really happen?");
\r
1144 t *= W_WeaponRateFactor();
\r
1146 // VorteX: haste can be added here
\r
1147 if (self.weapon_think == w_ready)
\r
1149 self.weapon_nextthink = time;
\r
1150 //dprint("started firing at ", ftos(time), "\n");
\r
1152 if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
\r
1154 self.weapon_nextthink = time;
\r
1155 //dprint("reset weapon animation timer at ", ftos(time), "\n");
\r
1157 self.weapon_nextthink = self.weapon_nextthink + t;
\r
1158 self.weapon_think = func;
\r
1159 //dprint("next ", ftos(self.weapon_nextthink), "\n");
\r
1163 if (!self.crouch) // shoot anim stands up, this looks bad
\r
1165 local vector anim;
\r
1166 anim = self.anim_shoot;
\r
1167 anim_z = anim_y / (t + sys_frametime);
\r
1168 setanim(self, anim, FALSE, TRUE, TRUE);
\r
1172 void weapon_boblayer1(float spd, vector org)
\r
1174 // VorteX: haste can be added here
\r
1177 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
\r
1179 vector mdirection;
\r
1183 vector outvelocity;
\r
1185 mvelocity = mvelocity * g_weaponspeedfactor;
\r
1187 mdirection = normalize(mvelocity);
\r
1188 mspeed = vlen(mvelocity);
\r
1190 nstyle = cvar("g_projectiles_newton_style");
\r
1193 // absolute velocity
\r
1194 outvelocity = mvelocity;
\r
1196 else if(nstyle == 1)
\r
1198 // true Newtonian projectiles
\r
1199 outvelocity = pvelocity + mvelocity;
\r
1201 else if(nstyle == 2)
\r
1203 // true Newtonian projectiles with automatic aim adjustment
\r
1205 // solve: |outspeed * mdirection - pvelocity| = mspeed
\r
1206 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
\r
1207 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
\r
1211 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
\r
1212 // velocity without mdirection component > mspeed
\r
1213 // fire at smallest possible mspeed that works?
\r
1214 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
\r
1217 solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
\r
1219 outspeed = solution_y; // the larger one
\r
1222 //outspeed = 0; // slowest possible shot
\r
1223 outspeed = solution_x; // the real part (that is, the average!)
\r
1224 //dprint("impossible shot, adjusting\n");
\r
1227 outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
\r
1228 outvelocity = mdirection * outspeed;
\r
1230 else if(nstyle == 3)
\r
1232 // pseudo-Newtonian:
\r
1233 outspeed = mspeed + mdirection * pvelocity;
\r
1234 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
\r
1235 outvelocity = mdirection * outspeed;
\r
1237 else if(nstyle == 4)
\r
1240 outspeed = mspeed + vlen(pvelocity);
\r
1241 outvelocity = mdirection * outspeed;
\r
1244 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
\r
1246 return outvelocity;
\r
1249 void W_AttachToShotorg(entity flash, vector offset)
\r
1252 flash.owner = self;
\r
1253 flash.angles_z = random() * 360;
\r
1254 if(qcweaponanimation)
\r
1256 setorigin(flash, w_shotorg + w_shotdir * 50);
\r
1257 flash.angles = vectoangles(w_shotdir);
\r
1258 flash.angles_z = random() * 360;
\r
1262 setattachment(flash, self.weaponentity, "shot");
\r
1263 setorigin(flash, offset);
\r
1266 copyentity(flash, xflash);
\r
1268 flash.viewmodelforclient = self;
\r
1270 if(self.weaponentity.oldorigin_x > 0)
\r
1272 setattachment(xflash, self.exteriorweaponentity, "");
\r
1273 setorigin(xflash, self.weaponentity.oldorigin + offset);
\r
1277 setattachment(xflash, self.exteriorweaponentity, "shot");
\r
1282 vector cliptoplane(vector v, vector p)
\r
1284 return v - (v * p) * p;
\r
1287 vector solve_cubic_pq(float p, float q)
\r
1290 D = q*q/4.0 + p*p*p/27.0;
\r
1294 a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
\r
1295 u = sqrt(-4.0/3.0 * p);
\r
1296 // a in range 0..pi/3
\r
1303 '1 0 0' * cos(a + 2.0/3.0*M_PI)
\r
1305 '0 1 0' * cos(a + 4.0/3.0*M_PI)
\r
1318 return '1 1 0' * v + '0 0 1' * u;
\r
1320 return '0 1 1' * v + '1 0 0' * u;
\r
1325 u = cbrt(-q/2.0 + sqrt(D));
\r
1326 v = cbrt(-q/2.0 - sqrt(D));
\r
1327 return '1 1 1' * (u + v);
\r
1330 vector solve_cubic_abcd(float a, float b, float c, float d)
\r
1333 // x = (y - b) / 3a
\r
1336 p = (9*a*c - 3*b*b);
\r
1337 q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
\r
1338 v = solve_cubic_pq(p, q);
\r
1339 v = (v - b * '1 1 1') * (1.0 / (3.0 * a));
\r
1341 v += '1 0 -1' * (v_z - v_x); // swap x, z
\r
1345 vector findperpendicular(vector v)
\r
1351 return normalize(cliptoplane(p, v));
\r
1354 vector W_CalculateProjectileSpread(vector forward, float spread)
\r
1360 spread *= g_weaponspreadfactor;
\r
1363 sstyle = cvar("g_projectiles_spread_style");
\r
1367 // this is the baseline for the spread value!
\r
1368 // standard deviation: sqrt(2/5)
\r
1369 // density function: sqrt(1-r^2)
\r
1370 return forward + randomvec() * spread;
\r
1372 else if(sstyle == 1)
\r
1374 // same thing, basically
\r
1375 return normalize(forward + cliptoplane(randomvec() * spread, forward));
\r
1377 else if(sstyle == 2)
\r
1379 // circle spread... has at sigma=1 a standard deviation of sqrt(1/2)
\r
1380 sigma = spread * 0.89442719099991587855; // match baseline stddev
\r
1381 v1 = findperpendicular(forward);
\r
1382 v2 = cross(forward, v1);
\r
1383 // random point on unit circle
\r
1384 dx = random() * 2 * M_PI;
\r
1387 // radius in our dist function
\r
1390 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1392 else if(sstyle == 3) // gauss 3d
\r
1394 sigma = spread * 0.44721359549996; // match baseline stddev
\r
1395 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
\r
1397 v1_x += gsl_ran_gaussian(sigma);
\r
1398 v1_y += gsl_ran_gaussian(sigma);
\r
1399 v1_z += gsl_ran_gaussian(sigma);
\r
1402 else if(sstyle == 4) // gauss 2d
\r
1404 sigma = spread * 0.44721359549996; // match baseline stddev
\r
1405 // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right
\r
1406 v1_x = gsl_ran_gaussian(sigma);
\r
1407 v1_y = gsl_ran_gaussian(sigma);
\r
1408 v1_z = gsl_ran_gaussian(sigma);
\r
1409 return normalize(forward + cliptoplane(v1, forward));
\r
1411 else if(sstyle == 5) // 1-r
\r
1413 sigma = spread * 1.154700538379252; // match baseline stddev
\r
1414 v1 = findperpendicular(forward);
\r
1415 v2 = cross(forward, v1);
\r
1416 // random point on unit circle
\r
1417 dx = random() * 2 * M_PI;
\r
1420 // radius in our dist function
\r
1422 r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0';
\r
1423 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1425 else if(sstyle == 6) // 1-r^2
\r
1427 sigma = spread * 1.095445115010332; // match baseline stddev
\r
1428 v1 = findperpendicular(forward);
\r
1429 v2 = cross(forward, v1);
\r
1430 // random point on unit circle
\r
1431 dx = random() * 2 * M_PI;
\r
1434 // radius in our dist function
\r
1438 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1440 else if(sstyle == 7) // (1-r) (2-r)
\r
1442 sigma = spread * 1.224744871391589; // match baseline stddev
\r
1443 v1 = findperpendicular(forward);
\r
1444 v2 = cross(forward, v1);
\r
1445 // random point on unit circle
\r
1446 dx = random() * 2 * M_PI;
\r
1449 // radius in our dist function
\r
1453 return normalize(forward + (v1 * dx + v2 * dy) * r * sigma);
\r
1456 error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!");
\r
1459 * how to derive falloff functions:
\r
1460 * rho(r) := (2-r) * (1-r);
\r
1463 * rhor(r) := r * rho(r);
\r
1464 * cr(t) := integrate(rhor(r), r, a, t);
\r
1465 * scr(t) := integrate(rhor(r) * r^2, r, a, t);
\r
1466 * variance : scr(b) / cr(b);
\r
1467 * solve(cr(r) = rand * cr(b), r), programmmode:false;
\r
1468 * sqrt(0.4 / variance), numer;
\r
1473 float mspercallsum;
\r
1474 float mspercallsstyle;
\r
1475 float mspercallcount;
\r
1477 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
\r
1479 if(missile.owner == world)
\r
1480 error("Unowned missile");
\r
1482 dir = dir + upDir * (pUpSpeed / pSpeed);
\r
1483 dir_z += pZSpeed / pSpeed;
\r
1484 pSpeed *= vlen(dir);
\r
1485 dir = normalize(dir);
\r
1488 if(cvar("g_projectiles_spread_style") != mspercallsstyle)
\r
1490 mspercallsum = mspercallcount = 0;
\r
1491 mspercallsstyle = cvar("g_projectiles_spread_style");
\r
1493 mspercallsum -= gettime(GETTIME_HIRES);
\r
1495 dir = W_CalculateProjectileSpread(dir, spread);
\r
1497 mspercallsum += gettime(GETTIME_HIRES);
\r
1498 mspercallcount += 1;
\r
1499 print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
\r
1502 missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
\r
1505 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
\r
1507 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
\r
1510 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))
\r
1511 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))
\r